The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Protra3211, to start playtesting you need to install the original game and doesnload the latest playtest version from this thread. Use it to unzip over the original game files.
Originally posted by Martin Gühmann Did you use the cheat editor, this problem oocurs in the original game as well, when you use the cheat editor and switch to another civ.
I did not use the cheat editor, but I did start the game with a civ different than the first (to get a different civ color).
"Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
The BIG MC making ctp2 a much unsafer place. Visit the big mc’s website
I don't know if anybody knows this but there is a new ai city bug. Where if the ai creates a city on land you know about the city's position and name are given away.
"Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
The BIG MC making ctp2 a much unsafer place. Visit the big mc’s website
Where if the ai creates a city on land you know about the city's position and name are given away.
There was already a "kind of" bug in the unmodded game. If a city was built in explored (but fogged) terrain, you could see the square appear and hover over it with the cursor and see the city name.
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference One way to compile the CtP2 Source Code.
Originally posted by Flinx
Scenarios have already been fixed to work as initially designed. Or did I misunderstand you?
As far as I know Peter has just fixed scenario save game bug concerning regular saves but not concerning autosaves. And the additional turn bug has also been fixed. However the ModSwapper setup allows you to play multiplayer with mods, so far the is no possibility to play a scenario against other human players. However using mods in MP isn't so popular anyway.
....So except for autosaves, Scenarios have been fixed to work as initially designed, right? Adding the ability to play scenarios in MP would add a feature made available by ModSwapper/ModManager.
If you require both (all) people to have the same number (i.e. directory structure/names) for a particular scenario, would it be that difficult to implement MP scenarios? You could (could you?) use a simple index.txt file to remove that requirement.
As far as I know Peter has just fixed scenario save game bug concerning regular saves but not concerning autosaves. And the additional turn bug has also been fixed. However the ModSwapper setup allows you to play multiplayer with mods, so far the is no possibility to play a scenario against other human players. However using mods in MP isn't so popular anyway.
-Martin
I don't think the design for scenarios allowed for unique SLIC and stuff to work with it. I was basically thinking that the scenarios feature should basically do what modswapper does or maybe even place all mod files in a mod folder and the game being able to access that mod through the game's load scenario option, this would include all slic, sprites, tiles etc... This would be a very attractive feature.
Originally posted by Flinx
....So except for autosaves, Scenarios have been fixed to work as initially designed, right?
That should it be.
Originally posted by Flinx
Adding the ability to play scenarios in MP would add a feature made available by ModSwapper/ModManager.
Yes this would add a feature introduced by ModSwapper, however mods aren't very stable in MP and for some reason they were different file configurations on the single systems and not only in the set of language files, as far as I know. And also keeping the game syncronized on all the machines is a problem. I got the assumption that if you call an event by slic it is only executed on the current machine but not on the other machines. That could be the reason why the city capture option causes a resync when you capture a city, you are not the host and tries to enslave the whole popultaion of the city. The result after the resync is that you still have the city.
Originally posted by Flinx
If you require both (all) people to have the same number (i.e. directory structure/names) for a particular scenario, would it be that difficult to implement MP scenarios? You could (could you?) use a simple index.txt file to remove that requirement.
Well that's the problem with the ModSwapper setup as well, you need a procedure to figure out if the database on all machines are in syncronization.
Originally posted by E
I don't think the design for scenarios allowed for unique SLIC and stuff to work with it. I was basically thinking that the scenarios feature should basically do what modswapper does or maybe even place all mod files in a mod folder and the game being able to access that mod through the game's load scenario option, this would include all slic, sprites, tiles etc... This would be a very attractive feature.
I could be very wrong , but any file that works in the main directories can be (modified and) placed in the scenario directory structure.
Originally posted by E
I don't think the design for scenarios allowed for unique SLIC and stuff to work with it.
Flinx is right about that evry slic file can be placed into the according scenario folder and used in the game, given it is included from the according scenario.slc. Even the existence of the scenario.slc indicates that scenarios are designed to use unique slic as you can see in the scenarios by Activision.
but it doesnt allow for sprites or tiles or other stuff. basically I'm asking if we can just load cradle through the scenario option at start up instead of having to do the modswapper stuff. this way all mods could be extracted into subfolders and accesible via the scenario option.
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